Last I knew there were some minor bugs if you DIDN'T use GZDoom.DragonPriest wrote:Does this work with GZDoom at the moment? I've only tried it with ZDoom so far.
DoomRL Arsenal - [1.1.5] [MP-B7.3]
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
Re: DoomRL Arsenal - [1.0] [MP-B6.0]
-
- Posts: 4
- Joined: Tue Sep 22, 2015 1:45 pm
Re: DoomRL Arsenal - [1.0] [MP-B6.0]
Hey! Another bug found.
So I've been messing around with Super Machinegun and I'm getting wierd ammo behavior: whenever I load up ammunition it says on HUD that I got 120 rounds loaded, but it takes 240 from the general ammo stack. Is it intentional?
Also I've encountered
So I've been messing around with Super Machinegun and I'm getting wierd ammo behavior: whenever I load up ammunition it says on HUD that I got 120 rounds loaded, but it takes 240 from the general ammo stack. Is it intentional?
Also I've encountered
Spoiler:I mean, wut? I didn't see this guy around CastCall.

Re: DoomRL Arsenal - [1.0] [MP-B6.0]
Super Machinegun costs extra ammo because each shot is basically 5 chaingun rounds at once. Demolitionists get their discount on it.
Re: DoomRL Arsenal - [1.0] [MP-B6.0]
I actually have a suggestion when it comes to the rarity beams:
How about having only items (weapons, armor, etc) higher than "Common rarity" have rarity beams? Gunning down a boatload of shotgunners in the same room is quite the light show as it is, and with the coming tweaks, it should reduce the chance of performance issues dramatically, since it's the most commonly dropped weapon rarity from enemies. (Especially in slaughter-type maps, not to mention so many white beams would make rarer items harder to see.)
That, and having only uncommon and higher items feature rarity beams would make them really stand out in a pile of corpses or weapons.
I mean, common rarity weapons are essentially ammo packs, right?
It's just an idea. I can understand wanting to keep visual consistency.
How about having only items (weapons, armor, etc) higher than "Common rarity" have rarity beams? Gunning down a boatload of shotgunners in the same room is quite the light show as it is, and with the coming tweaks, it should reduce the chance of performance issues dramatically, since it's the most commonly dropped weapon rarity from enemies. (Especially in slaughter-type maps, not to mention so many white beams would make rarer items harder to see.)
That, and having only uncommon and higher items feature rarity beams would make them really stand out in a pile of corpses or weapons.
I mean, common rarity weapons are essentially ammo packs, right?

It's just an idea. I can understand wanting to keep visual consistency.
-
- Posts: 114
- Joined: Wed Dec 17, 2014 4:23 am
Re: DoomRL Arsenal - [1.0] [MP-B6.0]
Vict wrote:I actually have a suggestion when it comes to the rarity beams:
How about having only items (weapons, armor, etc) higher than "Common rarity" have rarity beams? Gunning down a boatload of shotgunners in the same room is quite the light show as it is, and with the coming tweaks, it should reduce the chance of performance issues dramatically, since it's the most commonly dropped weapon rarity from enemies. (Especially in slaughter-type maps, not to mention so many white beams would make rarer items harder to see.)
That, and having only uncommon and higher items feature rarity beams would make them really stand out in a pile of corpses or weapons.
I mean, common rarity weapons are essentially ammo packs, right?
It's just an idea. I can understand wanting to keep visual consistency.
I haven't had any performance issues myself (despite being on a seriously slow laptop, surprisingly) but I'd still +1 this idea. There have been a couple of occasions where I've had multiple weapons spawn on top of or very close to eachother, and at least once, that stopped me from even seeing that there was an exotic under all that junk. I don't see a reason for common items to emit the beams at all, as with the exception of the BFG, they're just that - common. If you miss one you'll probably find another identical copy of it a few rooms away. I'd say it's at least worth thinking about.
Re: DoomRL Arsenal - [1.0] [MP-B6.0]
Yeah, it mostly just helps keep down the clutter. I don't see why a room should be filled with white beams when you're done killing a wave of shotgunners. Common weapons really aren't worth "grabbing" your attention, whereas having a single yellow or gold beam in the middle of a pile of bodies would do just that.
I think the BFG is worth pointing out, but anything less than a plasma rifle is debatable.
I think the BFG is worth pointing out, but anything less than a plasma rifle is debatable.
Re: DoomRL Arsenal - [1.0] [MP-B6.0]
Make the Anti-Materiel Rifle apply hilarious amounts of knockback to go with the ridiculous recoil. I want to make a Cyberdemon fly.
- Viscra Maelstrom
- Posts: 6200
- Joined: Thu Dec 04, 2008 1:14 am
- Location: plergleland
Re: DoomRL Arsenal - [1.0] [MP-B6.0]
i think that would make it a bit too useful/annoying than it already is, since you could just shoot boss enemies down from platforms without needing to kill them
edit: the high power blaster doesn't need to "reboot" once its clip is completely empty.
edit: the high power blaster doesn't need to "reboot" once its clip is completely empty.
Re: DoomRL Arsenal - [1.0] [MP-B6.0]
Jeez guys, poor Yholl just wanted to fulton everything not bolted down for a few days but now his 1.01 patch changelog is the size of a small universe. GOOD JERB 

- SAraisXenoQueen
- Posts: 243
- Joined: Tue Oct 12, 2010 1:51 am
Re: DoomRL Arsenal - [1.0] [MP-B6.0]
Well, at least people enjoy it.
- wildweasel
- Posts: 21706
- Joined: Tue Jul 15, 2003 7:33 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): A lot of them
- Graphics Processor: Not Listed
- Contact:
Re: DoomRL Arsenal - [1.0] [MP-B6.0]
Are we going to need to "extract" Yholl at some point?Kyle873 wrote:Jeez guys, poor Yholl just wanted to fulton everything not bolted down for a few days but now his 1.01 patch changelog is the size of a small universe. GOOD JERB
(Actually, feature request: can we Fulton-extract a Cyberdemon? Or maybe that's more of a DoomRPG thing, recruiting Cyberdemons for the outpost... =P)
Re: DoomRL Arsenal - [1.0] [MP-B6.0]
Here's a crash dump from floor damage. Fell in lava on an oblige map as marine wielding an F Jackhammer, combat armor, and no boots.
that feeling when a map hands you the mods for the Biggest Fucking Gun... but no bfg.
that feeling when a map hands you the mods for the Biggest Fucking Gun... but no bfg.
- Attachments
-
crashreportlavarl.zip
- lava crash dump
- (19.9 KiB) Downloaded 19 times
- Viscra Maelstrom
- Posts: 6200
- Joined: Thu Dec 04, 2008 1:14 am
- Location: plergleland
Re: DoomRL Arsenal - [1.0] [MP-B6.0]
i can't help that i am hopelessly addicted to the mod, and finds out things like the Laser Shotgun not having a sprite displayed when holding it, and doesn't show any mods applied to it either, though the effect still works.
Re: DoomRL Arsenal - [1.0] [MP-B6.0]
S Frag Shotgun is described as "increases the number of pellets and increases their damage" but it actually removes 4 pellets.
Re: DoomRL Arsenal - [1.0] [MP-B6.0]
Amid all the bug reports, I'd just like to take the time to say that the reload animation for the heavy double shotgun is beautiful. It's just so damn beautiful.